gfx effects use additive blending mode #3024
Comments
Safety0ff commented Can you elaborate when this becomes an issue, maybe with a screen shot? It makes sense for explosions and such. |
MaNGusT changed _comment0 which not transferred by tractive |
MaNGusT commented It doesn't make sense at all! I think that sometimes devs don't trust their eyes. ) |
MaNGusT changed _comment1 which not transferred by tractive |
MaNGusT uploaded file look at transparent center of effect in game, then look at texture |
NanoTech commented The page-58 texture you posted doesn't look like it was made for use with regular blending, given its hard edges. I'm not saying there shouldn't be dark smoke at all, but that texture in particular isn't suited for it. |
Cyp commented Think the bright part should be additively blended, and the smoke should be regularly blended. Think a kind of pre-multiplied alpha could work, where the bright part has alpha 0 (leaving the RGB as it is), and the smoke being regular pre-multiplied alpha. Don't know if image editing programs are suited for that, though. |
MaNGusT uploaded file here are splitted fire and smoke. |
MaNGusT uploaded file |
MaNGusT uploaded file minipod hitgfx model for page-58 texture |
MaNGusT commented you need to change the scale of effect in stats btw, from 25% to 100%. |
Cyp changed status from |
Cyp changed resolution from `` to |
Cyp commented Add a premultiplied alpha render mode. To render explosions with it, add a connector: Fixes #3024.
|
MaNGusT commented will it work with all explosion gfx? like hitgfx,missgfx etc. |
Cyp commented Think those should work. And same for projectiles. Except the projectiles should have two connectors, first should be 0 3 0 if it shouldn't face the camera, or 1 3 0 to rotate to the camera like a cylinder, or 2 3 0 to rotate like a sphere. And the second connector should be the middle of the projectile (which should probably usually be 0 0 0). (Explosion effects always rotate parallel with the camera near plane, which is almost, but not quite, like rotating to face the camera.) |
cybersphinx commented Change new PIE modes to use flags instead of connectors. Introduced in 82e00bf7747af4962a32b67e4215d40298bbf9b3: Roll to camera uses TYPE x1x instead of a "1 x 0" connector. Pitch to camera uses TYPE x2x instead of a "2 x 0" connector. Additive uses TYPE xx1/xx2 to dis/enable instead of a "x 1 0"/"x 2 0" connector. Introduced in f3ba2378e54ab0557db4a20c876043f8be059906: Premultiplied uses TYPE xx4 instead of a "x 3 0" connector. Refs #3024.
|
2 similar comments
cybersphinx commented Change new PIE modes to use flags instead of connectors. Introduced in 82e00bf7747af4962a32b67e4215d40298bbf9b3: Roll to camera uses TYPE x1x instead of a "1 x 0" connector. Pitch to camera uses TYPE x2x instead of a "2 x 0" connector. Additive uses TYPE xx1/xx2 to dis/enable instead of a "x 1 0"/"x 2 0" connector. Introduced in f3ba2378e54ab0557db4a20c876043f8be059906: Premultiplied uses TYPE xx4 instead of a "x 3 0" connector. Refs #3024.
|
cybersphinx commented Change new PIE modes to use flags instead of connectors. Introduced in 82e00bf7747af4962a32b67e4215d40298bbf9b3: Roll to camera uses TYPE x1x instead of a "1 x 0" connector. Pitch to camera uses TYPE x2x instead of a "2 x 0" connector. Additive uses TYPE xx1/xx2 to dis/enable instead of a "x 1 0"/"x 2 0" connector. Introduced in f3ba2378e54ab0557db4a20c876043f8be059906: Premultiplied uses TYPE xx4 instead of a "x 3 0" connector. Refs #3024.
|
Cyp commented Add a premultiplied alpha render mode. To render explosions with it, add a connector: Fixes #3024.
|
cybersphinx commented Change new PIE modes to use flags instead of connectors. Introduced in 82e00bf7747af4962a32b67e4215d40298bbf9b3: Roll to camera uses TYPE x1x instead of a "1 x 0" connector. Pitch to camera uses TYPE x2x instead of a "2 x 0" connector. Additive uses TYPE xx1/xx2 to dis/enable instead of a "x 1 0"/"x 2 0" connector. Introduced in f3ba2378e54ab0557db4a20c876043f8be059906: Premultiplied uses TYPE xx4 instead of a "x 3 0" connector. Refs #3024.
|
keyword_gfx
resolution_fixed
type_bug
| by MaNGusTthere is no point to use additive blend mode to draw gfx effects. we lose black colors in game and it looks like a bug to me.
blend mode should be changed to normal and gfx images should have transparent background(they already have it, just new one should).
Issue migrated from trac:3024 at 2022-04-16 08:45:00 -0700
The text was updated successfully, but these errors were encountered: